feat: add hex trail puzzle, level editor, and visual design guide

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cabinw
2026-09-08 21:45:44 +08:00
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import { position, PORTS, pathPoints, sweepPath } from './path-math.js';
export { position } from './path-math.js';
// Engine-independent model. Coordinates: flat-top axial hexagons, y points down.
export const DIRS = [[0, -1], [1, -1], [1, 0], [0, 1], [-1, 1], [-1, 0]];
export const key = (q, r) => `${q},${r}`;
export const clone = value => JSON.parse(JSON.stringify(value));
export const opposite = d => (d + 3) % 6;
export function hexagon(radius) {
const cells = [];
for (let q = -radius; q <= radius; q++) {
for (let r = Math.max(-radius, -q - radius); r <= Math.min(radius, -q + radius); r++) {
cells.push({ q, r, tracks: [3, 4, 5, 0, 1, 2] });
}
}
return cells;
}
export function random(seed) {
let state = seed >>> 0;
return () => {
state += 0x6d2b79f5;
let t = Math.imul(state ^ (state >>> 15), 1 | state);
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
export function randomTracks(rng) {
const ports = [0, 1, 2, 3, 4, 5], result = [];
while (ports.length) {
const a = ports.shift(), b = ports.splice(Math.floor(rng() * ports.length), 1)[0];
result[a] = b;
result[b] = a;
}
return result;
}
export function rotateTracks(tracks) {
const next = [];
tracks.forEach((p, i) => { next[(i + 1) % 6] = (p + 1) % 6; });
return next;
}
export function validateLevel(input) {
const errors = [];
if (!input || typeof input !== 'object') return ['关卡必须是 JSON 对象'];
if (input.rotationEnabled !== undefined && typeof input.rotationEnabled !== 'boolean') errors.push('rotationEnabled 必须是布尔值');
if (input.version !== 1) errors.push('version 必须为 1');
if (typeof input.name !== 'string' || !input.name.trim() || input.name.length > 60) errors.push('名称须为 1–60 个字符');
if (!Array.isArray(input.cells) || input.cells.length < 1 || input.cells.length > 61) return [...errors, '底板须为 1–61 格'];
if (!Array.isArray(input.tiles) || input.tiles.length > input.cells.length) return [...errors, '棋子数量不能超过底板'];
const coords = new Set();
for (const c of input.cells) {
if (!c || !Number.isInteger(c.q) || !Number.isInteger(c.r) || Math.max(Math.abs(c.q), Math.abs(c.r), Math.abs(c.q + c.r)) > 4) {
errors.push('坐标必须为半径 4 内的轴向整数坐标'); continue;
}
const k = key(c.q, c.r);
if (coords.has(k)) errors.push(`底板重复:${k}`);
coords.add(k);
if (!Array.isArray(c.tracks) || c.tracks.length !== 6 || c.tracks.some((v, i) => !Number.isInteger(v) || v < 0 || v > 5 || v === i || c.tracks[v] !== i)) errors.push(`轨道 ${k} 必须两两配对六个端口`);
}
const occupied = new Set(), ids = new Set();
for (const t of input.tiles) {
if (!t || !coords.has(key(t.q, t.r))) { errors.push('棋子必须位于底板上'); continue; }
const k = key(t.q, t.r);
if (occupied.has(k)) errors.push(`棋子重叠:${k}`);
occupied.add(k);
if (typeof t.id !== 'string' || !t.id || ids.has(t.id)) errors.push('棋子 id 须为唯一非空字符串');
ids.add(t.id);
if (!Number.isInteger(t.dir) || t.dir < 0 || t.dir > 5) errors.push('方向必须为 0–5');
if (!Number.isInteger(t.color) || t.color < 0 || t.color > 3) errors.push('颜色必须为 0–3');
}
if (!Number.isInteger(input.moveLimit) || input.moveLimit < 1 || input.moveLimit > 999) errors.push('步数须为 1–999');
return [...new Set(errors)];
}
// At a crossing, tracks do not connect. Entering an occupied cell blocks movement.
export function trace(level, tile, tiles = level.tiles, ignoreOccupancy = false) {
const finish = route => {
if (ignoreOccupancy) return route;
const obstacles = tiles.filter(t => t.id !== tile.id).map(t => ({ ...position(t.q,t.r), id:t.id }));
const points=pathPoints(route);
// Continue the exit ray beyond holes/irregular edges, so escape animation cannot pass through a farther piece.
if(route.status==='exit'){const last=points[points.length-1],port=PORTS[route.steps[route.steps.length-1].exit];points.push({x:last.x+port.x*24,y:last.y+port.y*24});}
const collision = sweepPath(points, obstacles);
if (!collision) return route;
return { ...route, status:'blocked', blocker:collision.blocker, collision:true, collisionPoint:collision.point, travelPoints:collision.points };
};
const board = new Map(level.cells.map(c => [key(c.q, c.r), c]));
const occupied = new Map(tiles.filter(t => t.id !== tile.id).map(t => [key(t.q, t.r), t]));
let q = tile.q, r = tile.r, exit = tile.dir;
const steps = [{ q, r, enter: null, exit }], visited = new Set([`${q},${r},${exit}`]);
const blockers = new Set();
for (let n = 0; n < level.cells.length * 6 + 1; n++) {
const [dq, dr] = DIRS[exit]; q += dq; r += dr;
const cell = board.get(key(q, r));
if (!cell) return finish({ status: 'exit', steps, blockers: [...blockers], end: { q, r } });
const occupant = occupied.get(key(q, r));
if (occupant) {
blockers.add(occupant.id);
if (!ignoreOccupancy) return finish({ status: 'blocked', steps, blocker: occupant.id, blockers: [...blockers], end: { q, r } });
}
const enter = opposite(exit); exit = cell.tracks[enter];
steps.push({ q, r, enter, exit });
const state = `${q},${r},${exit}`;
if (visited.has(state)) return finish({ status: 'loop', steps, blockers: [...blockers] });
visited.add(state);
}
return finish({ status: 'loop', steps, blockers: [...blockers] });
}
export function available(level, tiles = level.tiles) {
return tiles.filter(t => trace(level, t, tiles).status === 'exit');
}
export function solve(level) {
let remaining = [...level.tiles];
const order = [], waves = [];
while (remaining.length) {
const free = available(level, remaining);
if (!free.length) break;
const ids = new Set(free.map(t => t.id));
waves.push(free.map(t => t.id)); order.push(...ids);
remaining = remaining.filter(t => !ids.has(t.id));
}
return { solvable: remaining.length === 0 && level.tiles.length > 0 && level.moveLimit >= level.tiles.length, order, waves, stuck: remaining.map(t => t.id) };
}
export function rotateBoard(level, turns = 1) {
let cells = clone(level.cells);
const count = ((turns % 6) + 6) % 6;
for (let i = 0; i < count; i++) {
cells = cells.map(c => ({ ...c, q: -c.r || 0, r: c.q + c.r || 0, tracks: rotateTracks(c.tracks) }));
}
return { ...level, cells };
}
export function canRotate(level) {
const coords = new Set(level.cells.map(c => key(c.q, c.r)));
return rotateBoard(level).cells.every(c => coords.has(key(c.q, c.r)));
}
// Rotation search: removing an available piece is always safe (occupancy only decreases).
// Exhaust available pieces at each orientation, then breadth-first search CW/CCW turns.
// Each edge costs one turn; total solution cost is tile count + shortest turn count.
export function solveRotations(level, maxStates = 20000) {
const boards = Array.from({ length: 6 }, (_, i) => rotateBoard(level, i));
const rotating = canRotate(level) && level.rotationEnabled !== false;
function drain(orientation, remaining, actions, waves) {
let pieces = remaining;
const nextActions = [...actions], nextWaves = [...waves];
while (pieces.length) {
const free = available(boards[orientation], pieces);
if (!free.length) break;
const ids = new Set(free.map(t => t.id));
nextActions.push(...free.map(t => ({ type: 'tap', id: t.id })));
nextWaves.push([...ids]);
pieces = pieces.filter(t => !ids.has(t.id));
}
return { orientation, remaining: pieces, actions: nextActions, waves: nextWaves };
}
const first = drain(0, [...level.tiles], [], []);
const queue = [{ ...first, rotations: 0 }], seen = new Set();
let visited = 0;
for (let head = 0; head < queue.length && visited < maxStates; head++) {
const node = queue[head];
const signature = node.orientation + ':' + JSON.stringify(node.remaining.map(t => t.id).sort());
if (seen.has(signature)) continue;
seen.add(signature); visited++;
if (!node.remaining.length && level.tiles.length) {
const minimumMoves = level.tiles.length + node.rotations;
return { solvable: minimumMoves <= level.moveLimit, reachable: true, minimumMoves, rotations: node.rotations, actions: node.actions, order: node.actions.filter(a => a.type === 'tap').map(a => a.id), waves: node.waves, stuck: [], states: visited, exhausted: false };
}
if (!rotating) continue;
for (const direction of [1, -1]) {
const orientation = (node.orientation + direction + 6) % 6;
const child = drain(orientation, node.remaining, [...node.actions, { type: 'rotate', direction }], node.waves);
const signature = child.orientation + ':' + JSON.stringify(child.remaining.map(t => t.id).sort());
if (!seen.has(signature)) queue.push({ ...child, rotations: node.rotations + 1 });
}
}
return { solvable: false, reachable: false, minimumMoves: null, rotations: 0, actions: [], order: [], waves: first.waves, stuck: first.remaining.map(t => t.id), states: visited, exhausted: visited >= maxStates };
}
export function analyze(level) {
const solution = solveRotations(level), n = level.tiles.length;
const routes = level.tiles.map(t => trace(level, t, level.tiles, true));
const meanTurns = n ? routes.reduce((sum, p) => sum + p.steps.filter(s => s.enter !== null && opposite(s.enter) !== s.exit).length, 0) / n : 0;
const free = available(level).length;
const parts = {
scale: Math.min(1, n / 37) * 15,
turns: Math.min(1, meanTurns / 5) * 20,
depth: Math.min(1, Math.max(0, solution.waves.length - 1) / 9) * 20,
blocked: (n ? 1 - free / n : 0) * 15,
rotation: Math.min(1, solution.rotations / 4) * 20,
precision: (n ? Math.min(1, Math.max(0, 1 - (level.moveLimit - (solution.minimumMoves ?? n)) / Math.max(1, n * 0.4))) : 0) * 10,
};
const score = Math.round(Object.values(parts).reduce((a, b) => a + b, 0));
return { score, parts, meanTurns, free, depth: solution.waves.length, ...solution, label: score < 30 ? '轻松' : score < 50 ? '进阶' : score < 70 ? '烧脑' : '挑战' };
}
export function generateLevel(seed, radius = 3, target = 25, complexity = 0.7) {
const rng = random(seed);
const level = { version: 1, id: `seed-${seed}`, name: '新生轨迹', seed, cells: hexagon(radius), tiles: [], moveLimit: target + 4 };
level.cells.forEach(c => { c.tracks = randomTracks(rng); });
// Reverse construction: each inserted tile can leave before every earlier tile.
for (let i = 0; i < target; i++) {
const occupied = new Set(level.tiles.map(t => key(t.q, t.r))), candidates = [];
for (const c of level.cells) {
if (occupied.has(key(c.q, c.r))) continue;
for (let dir = 0; dir < 6; dir++) {
const t = { id: `t${i}`, q: c.q, r: c.r, dir, color: Math.floor(rng() * 4) };
const p = trace(level, t, [...level.tiles, t]);
if (p.status === 'exit') candidates.push({ t, weight: rng() + p.steps.length * complexity });
}
}
if (!candidates.length) break;
candidates.sort((a, b) => b.weight - a.weight);
const pick = Math.floor(rng() * Math.min(6, candidates.length));
level.tiles.push(candidates[pick].t);
}
level.moveLimit = level.tiles.length + Math.round(level.tiles.length * (1 - complexity) * 0.4) + 1;
return level;
}
export class Game {
constructor(level) {
this.initialLevel = clone(level); this.level = clone(level); this.tiles = clone(level.tiles);
this.moves = level.moveLimit; this.history = []; this.mistakes = 0; this.orientation = 0; this.rotations = 0;
}
get won() { return this.tiles.length === 0; }
get lost() {
if (this.won) return false;
if (this.moves <= 0) return true;
// Lack of immediate exits is not failure: the board may be rotated to open a route.
if (canRotate(this.level) && this.level.rotationEnabled !== false) return false;
return available(this.level, this.tiles).length === 0;
}
snapshot() {
this.history.push({ level: clone(this.level), tiles: clone(this.tiles), moves: this.moves, mistakes: this.mistakes, orientation: this.orientation, rotations: this.rotations });
}
rotate(direction = 1) {
if (direction !== 1 && direction !== -1) return { status: 'invalid-direction' };
if (this.won || this.lost) return { status: 'finished' };
if (!canRotate(this.level) || this.level.rotationEnabled === false) return { status: 'rotation-disabled' };
this.snapshot();
this.level = rotateBoard(this.level, direction);
this.orientation = (this.orientation + direction + 6) % 6;
this.rotations++; this.moves--;
return { status: 'rotated', direction, orientation: this.orientation };
}
tap(id) {
if (this.won || this.lost) return { status: 'finished' };
const tile = this.tiles.find(t => t.id === id);
if (!tile) return { status: 'missing' };
const route = trace(this.level, tile, this.tiles);
this.snapshot(); this.moves--;
if (route.status === 'exit') this.tiles = this.tiles.filter(t => t.id !== id);
else this.mistakes++;
return { ...route, tile: clone(tile) };
}
undo() {
const previous = this.history.pop();
if (!previous) return false;
Object.assign(this, previous); return true;
}
}